There is a simple fix to the loot system one that does not affect platinum. Simply by adding in tier items allow us to make an item via materials. Then let us upgrade it with more materials making it a tier 2 item.
I.e these stats are not set just on the spot
Tier 1 dagger level 5 10 metal 10 leather 4 cloth
58 dps 2 cun 6 dex
Tier 2 dagger level 10 a further 15 metal leather 8 cloth 120 dps 8 cun 10 dex
Etc etc etc you get the idea now once you max your item out you get to choose a perk to put on said item.
I.e 10 percent chance to cast walking bomb
Now these could be a limited set only set by the weapon of choice. This would make chests still needed like hell but give us something to work towards and feel proud to have made.
(BIOWARE) easy and quick fix to the loot system
Débuté par
Mofojokers
, déc. 29 2014 01:15
#1
Posté 29 décembre 2014 - 01:15
#2
Posté 29 décembre 2014 - 02:02
Crafting would be neat, but I never really liked the idea simply because doing it right is a much more complicated solution than simply copy and pasting me3 loot system. And by right i mean make it so it somehow makes sense for people to craft and use multiple of the same weapon type for replayability, as opposed to simply focus all effort on crafting a very good bow and forgetting about all other nows. Me3mp achieved this by not giving people the option to focus on a specific item, so that as they progressed, they had many things to choose from for replayability.
However, after seeing the socalled DLC, i dont even like the idea of bioware copying and pasting the me3 loot system because i dont trust them to program it without causing the hard drive to be wiped.
A simpler solution to either maybe more compatible with bioware laziness is simply to have specific items accessible to players after reaching specific total gold amount spent (not earned, SPENT). In example, at 50,000 gold spent, if player has 0 enhanced ring of life drain, add item in player inventory, but if 1 or more such item in inv, add 0. At 100,000 gold, if 1 or less such item, add item in inv, but if 2 or more, add 0. Until finally, after 2m gold spent or about 650-900 hours of play equivalent, players will be guaranteed to have received every single item, and gold required amount for the same items can be increased as game grows and more items are added. This would be a 5 minute programming update like the bears and bugs dlc, but much easier to implement by the first year cs student that made the first dlc.
However, after seeing the socalled DLC, i dont even like the idea of bioware copying and pasting the me3 loot system because i dont trust them to program it without causing the hard drive to be wiped.
A simpler solution to either maybe more compatible with bioware laziness is simply to have specific items accessible to players after reaching specific total gold amount spent (not earned, SPENT). In example, at 50,000 gold spent, if player has 0 enhanced ring of life drain, add item in player inventory, but if 1 or more such item in inv, add 0. At 100,000 gold, if 1 or less such item, add item in inv, but if 2 or more, add 0. Until finally, after 2m gold spent or about 650-900 hours of play equivalent, players will be guaranteed to have received every single item, and gold required amount for the same items can be increased as game grows and more items are added. This would be a 5 minute programming update like the bears and bugs dlc, but much easier to implement by the first year cs student that made the first dlc.
#3
Posté 29 décembre 2014 - 03:00
More crafting is a good idea. The whole thing looks like it's just build for custom items. People would likely begin to complain about materials drop rates, then, but they'd be able to make gear that fits their gameplay needs. It would also bring some sense to low tier uniques since salvaging them would bring in rarer mats for your crafting.





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